Avatar as security measure for mobile device use with electronic gaming machine

ABSTRACT

A gaming system compatible with patron-controlled portable electronic devices, such as smart phones or tablet computers, is described. The gaming system is configured to establish a secure communication session between an electronic gaming machine and a portable electronic device. The system can confirm that a communication session is secure by displaying pre-selected content unique to the portable electronic device. The content can be continuously displayed on the EGM during the active communication session to indicate that the session is secure.

BACKGROUND

1. Field of the Described Embodiments

The described embodiments relate generally to gaming systems, such asgaming systems deployed in a casino enterprise. More particularly,apparatus and method for a secure connection between a portableelectronic device and an electronic gaming machine are described.

2. Description of the Related Art

Developing and maintaining a loyal customer base is a critical componentof operating a successful casino enterprise. To develop a loyal customerbase, casino enterprises attempt to generate interactions with theirpatrons that provide a unique and personalized game playing experience.As an example, casino enterprises offer patrons the opportunity toparticipate in a loyalty program. Via the loyalty program, patrons areoffered various promotions and free items that encourage the patron toreturn to the casino.

In the loyalty program, the promotions can be tailored to a particularpatron's preferences. As an example, if preferred, a patron can chooseto receive promotional credits for game play on an electronic gamingmachine (EGM) and information regarding this preference can be stored toan account associated with the loyalty program. In general, informationregarding the patron's preferences for promotions as well as otheractivities within the casino enterprise, such as food, drink and roompreferences, can be stored to the patron's account associated with theloyalty program. The patron information stored in the account can beused to personalize the service and the game playing experience providedby the casino enterprise.

An ever increasing portion of patrons who visit casinos are regularlycarrying portable electronic devices, such as smart phones, laptops,netbooks and tablet computers capable of wireless communications, ontheir person. The portable electronic devices provide 1) a means ofcommunication allowing the patron to communicate with other individualswithin or outside of a casino via a number of different communicationmodes, 2) a source of news and information, 3) a portal to the patron'son-line activities, such as social media applications, 4) support forentertainment features, such as audio/video playback and gamingapplications, 5) a repository for personal information, such asfinancial information that enables financial transactions in mobilewallet applications and 6) a means of capturing information, such asvideo images and audio recordings. Thus, portable electronic devices,such as smart phones, are becoming essential tools and, in someinstances, the primary electronic interface for many individuals.

The popularity of portable electronic devices allows for the possibilityof utilizing their capabilities to further personalize and enhance thegaming experience in a casino gaming environment. In view of the above,methods and apparatus are desired that allow for secure connectionsbetween an EGM and a portable electronic devices within a casinoenvironment.

SUMMARY OF THE DESCRIBED EMBODIMENTS

A gaming system compatible with patron-controlled portable electronicdevices, such as smart phones, laptops, netbooks and tablet computers,is described. The gaming system can include gaming devices, such aselectronic gaming machines and system servers. The gaming system can beconfigured to determine whether an active communication session with aportable electronic device is secure.

According to one aspect, a method in a gaming system including a server,processor, memory and a network interface is described. A request forinitiating a communication session between a portable electronic devicein a wager-based gaming environment and an electronic gaming machine isreceived. Pre-selected content from the portable electronic device forconfirming security of communication session is received at theelectronic gaming machine. The pre-selected content is displayed on adisplay of the electronic gaming machine.

According to another aspect, a method in a gaming system including aserver, processor, memory and a network interface is described. Acommunication session between a portable electronic device and anelectronic gaming machine in a gaming environment is detected via thenetwork interface. Pre-selected content transmitted by the portableelectronic device is received at the electronic gaming machine. Thepre-selected content is for confirming security of the communicationsession. It is determined whether the pre-selected content isappropriate in the gaming environment.

According to yet another aspect, a method in a gaming system including aserver, processor, memory and a network interface is described. Arequest from a portable electronic device is received at an electronicgaming machine to establish a wireless communication link between theportable electronic device and the electronic gaming machine. A requestis then made for pre-selected content from the portable electronicdevice for confirming security of the communication link. Thepre-selected content is received at the electronic gaming machine fromthe portable electronic device, and a secure wireless communicationsession between the electronic gaming machine and the portableelectronic device is established.

BRIEF DESCRIPTION OF THE DRAWINGS

The embodiments will be readily understood by the following detaileddescription in conjunction with the accompanying drawings, wherein likereference numerals designate like structural elements, and in which:

FIGS. 1A and 1B show a block diagram of electronic gaming machines andportable electronic devices in accordance with the describedembodiments.

FIG. 2 is a flow diagram of an embodiment of a method of determiningwhether a communication session is secure and whether the pre-selectedcontent is appropriate for a casino environment.

FIG. 3 illustrates an embodiment in which a portable electronic deviceis in communication with an EGM and information can be sent from theportable device to the EGM in the form of real time touch information.

FIG. 4 is flow diagram of an embodiment of a method of confirming that awireless communication session is secure between a portable electronicdevice and an EGM.

FIG. 5 shows a block diagram of a gaming system including a server andgaming devices in accordance with the described embodiments.

FIG. 6 shows a perspective drawing of a gaming device in accordance withthe described embodiments.

DESCRIBED EMBODIMENTS

In the following paper, numerous specific details are set forth toprovide a thorough understanding of the concepts underlying thedescribed embodiments. It will be apparent, however, to one skilled inthe art that the described embodiments may be practiced without some orall of these specific details. In other instances, well known processsteps have not been described in detail in order to avoid unnecessarilyobscuring the underlying concepts.

A gaming system compatible with portable electronic devices controlledby users of the gaming system is described. The gaming system caninclude a number of features that determine whether to wirelesslyconnect or disconnect portable electronic devices, such as, for example,smart phones, laptops, netbooks and tablet computers, to an EGM in acasino gaming environment. In particular embodiments, users are toconfirm whether connections between their portable electronic devicesand EGMs are secure based upon the display on the EGM of content that ispre-selected by the user. In FIGS. 1A and 1B, interactions involvingwireless communications and details of a wireless infrastructure forsupporting these communications are shown.

In an embodiment shown in FIG. 1A, two banks of EGMs are shown. TenEGMs, 10 a-10 f, are in the first bank and ten EGMs, 12 a-12 f, are inthe second bank. The EGMs can be in wireless or wired communication withone or more remote servers, such as server 14 or server 15. A number ofpatrons can be located proximate to the EGMs where some of the patronsnear the EGMs can be engaging in a game play session. For instance,patron 20 is located near EGM 10 d and can be engaging in a game playsession on the EGM 10 d and patron 24 is located near EGM 10 d and canbe engaging in a game play session on EGM 12 j. Other patrons, such as22, can be walking or standing near the EGMs but not currently engagedin game play. The patrons not engaged in game play, like patrons engagedin game play, can be carrying portable electronic devices, such as asmart phone, a netbook or a tablet computer. For instance, patron 22 iscarrying a portable electronic device 16. Patrons who are engaged ingame play can also be carrying a portable electronic device 17. Forexample, patron 20 carrying portable electronic device 17 can already beengaged in game play.

In a casino, more than one portable electronic device 16, 17 may be inproximity to an EGM, as shown in FIG. 1A. In a busy casino, numeroussuch portable devices 16, 17 may be in proximity to the EGM. A patron atan EGM would want a secure connection with the EGM. The patron wouldwant to make sure the EGM is securely connected with only his or herportable electronic device. In such cases, there can be an exchangebetween the EGM and the portable electronic device of unique contentthat can be specified by the owner of the portable electronic deviceahead of time. For example, the presence of the pre-selected content ona display of the EGM can let the patron know that the EGM is in factconnected to his or her portable electronic device.

For example, a player of an EGM is a person 20 typically sitting infront of the EGM 10 d and the player's portable electronic device 17 isthe one that should be wirelessly connected with the EGM 10 d as opposedto the portable device 16 belonging to a person, who is not engaged in agame play session, sitting at a bar near the EGM or walking near theEGM, such as patrons 22, 25 shown in FIG. 1A. The person 20 sittingdirectly in front of the EGM 10 d would probably like to know that hisor her portable device 10 d has a secure connection to the EGM 10 d, andthat the EGM 10 d is connected only to his or her device 102 and notconnected with a portable device 16, 18 belonging to one of the otherpatrons 22, 25 in the aisle.

In a typical casino, there are many EGMs in close proximity to oneanother, as shown in FIG. 1A. If several of the EGMs in a particularlocation are being played by people with such portable devices 17,several potential portable devices 17 may be within range of aparticular EGM. An EGM will not only detect wireless signals from aportable device 17 directly in front of it, but also wireless signalsfrom portable devices 16, 18 belonging to people who are passing by orsitting nearby and not engaged in a game play session on the EGM.

In an embodiment, a portable device can have an application, which runson the portable device, that provides unique content to the EGM that apatron can specify beforehand. According to this embodiment, thepre-selected unique content can appear on the EGM 10 d and let thepatron 20 know that the EGM 10 d is connected to his or her portableelectronic device 17. The pre-selected unique content can be displayedon the EGM 10 d to the patron 20 during the time his or her portabledevice 17 is connected to the EGM 10 d and if the EGM 10 d establishes aconnection with another portable electronic device, the displayedcontent can change and the patron 20 would be aware that the EGM 10 d isnot longer connected to his or her device 17.

In an embodiment, the unique content can be an avatar that is chosenfrom a list of pictures on the portable device 17. As an example, theportable device 17 could offer the patron 20 the list and the patron 20could choose a picture of, for example, a brown dog. When the patron 20establishes a communication session with the EGM 10 d, the picture ofthe brown dog can be shown on a display of the EGM 10 d. Alternatively,the secure content could be selected from the patron's own photos on hisor her portable device 17. A patron's own photos would be more uniqueand likely eliminate the possibility that two players in the same areahave the same pre-selected avatar. In other embodiments, the securecontent could be a movie, animation, sound, or even a text phrase. Forexample, a patron 20 might choose the name of his or her favorite authorand that name would appear on the EGM 10 d display.

The application running on the portable device or EGM or a server canprocess the pre-selected content and determine whether the content isappropriate in a casino. For example, if the pre-selected contentcontains a pornographic image or video or profanity, the application cannotify the patron that the content is inappropriate and ask the patronto select new content. Alternatively, if a patron tries to establish aconnection with an EGM using a portable device and a pre-selected avatarthat the EGM or server determines is inappropriate, the EGM can notifythe patron that the pre-selected content is inappropriate and ask thepatron to select new content if he or she wants to establish a secureconnection with the EGM.

FIG. 2 shows a method 200 of determining whether a communication sessionis secure and whether the pre-selected content is appropriate for acasino environment. As described above, one or more of the steps in themethod can also be performed by an application executing on an EGM or ona portable electronic device. In 202, a communication session between anEGM and a portable electronic device can be detected. Pre-selectedcontent is then received from the portable electronic device forconfirming the security of the connection between the EGM and theportable electronic device in 204. In 206, a determination can be madewhether the pre-selected content is appropriate for a casinoenvironment. If it is determined that the pre-selected content isappropriate, then the method 200 moves on to 214 where the pre-selectedcontent is displayed on an EGM display.

If it is determined that the pre-selected content is inappropriate for acasino environment, the method 200 continues to 208 where a message isdisplayed on the portable electronic device and/or the EGM that thepre-selected content is inappropriate. The message can also inform theuser that the pre-selected content will not be displayed on the EGM. In210, a message is displayed on the portable electronic device and/or theEGM asking the user to select different content. In 212, newly selectedcontent is received from the portable electronic device for confirmingthe security of the connection between the EGM and the portableelectronic device. The method them moves to 206 where it can bedetermined whether the newly selected content is appropriate. Thesesteps 206-212 will be repeated until it is determined that the contentis appropriate. If it is determined that the content is appropriate, themethod moves to 214 where the content is displayed on an EGM display.

According to an embodiment, the secure content can appear on the EGM 10d display as a banner. In other embodiments, the secure content canappear on the EGM 10 d as a still image. The secure content can also bedisplayed in a service window or other window outside the game window.Alternatively, the secure content can be displayed on the playertracking device screen.

The secure content can be displayed on the EGM either temporarily orcontinuously during a game play session. For example, the secure contentmight only be shown briefly after a change in connection state. In thisembodiment, the patron would first connect with his or her portabledevice with the EGM and then see his or her pre-selected avatar for afew seconds before it disappears. If another patron connects to the sameEGM, the other patron's pre-selected avatar, which would be differentfrom the first patron's pre-selected avatar, would appear briefly on theEGM display and the first patron would know that another patron hasestablished a connection with the same EGM.

The secure content can also be real time information from the portabledevice. The secure content could be real time video or real time motioninformation. In this manner, the patron would see the video or motioninformation from the portable device on the EGM display. As an exampleof real time motion information, a patron can wave his or her portabledevice in front of an EGM and the EGM can provide real time feedback.For example, the EGM display might flash or jiggle or provide some othertype of indication that the EGM has recognized the portable device asthe patron waves the portable device in front of the EGM.

According to an embodiment illustrated in FIG. 3, the information couldbe real time touch information. In this embodiment, a portable device 8and EGM 2 are coupled via a communication link 6, which can be wired orwireless. For example, if the patron used the mobile device 8 to draw asquare on the mobile screen 10, the patron would see the same square andmotion of making the square on the display 1 of the EGM 2. In anembodiment, the secure content can be displayed and then scaled down andplaced into a system tray or icon. The patron can also have a button orother interface to display the secure content so that the patron canreview it and make sure it is as expected.

According to an embodiment, the application running on the portabledevice can cycle through a list of content. In this embodiment, thecontent can change each time the patron connects or periodically overtime. The content can change sequentially such that the patron knows thepattern. Fir example, the content can change according to the followingorder: photo of wife, photo of daughter, photo of son, photo of dog, andrepeat. The content can also be randomly chosen from the list ofpossible content.

According to an embodiment, the secure content can be transmitted from aportable electronic device to the EGM. Information about the securecontent can be transferred to the EGM and the EGM or gaming system canlook up that information. For example, the patron chooses the picture ofthe brown dog, the portable device sends the information regarding thechoice to the EGM and the EGM can look up the picture independently ofthe mobile device.

Bluetooth™ and Wi-Fi™ can be used to wirelessly pair a portable devicewith an EGM. Near field communication (NFC) pairing can also be used towirelessly connect an EGM with a portable device for facilitatingtransactions, data exchange, and other wireless communications betweenthe two devices when they are in close proximity to each other, usuallyabout a few centimeters. NFC chips embedded in a portable electronicdevice can be used to store information, such as credit card data,belonging to the owner of the portable electronic device. When thepatron waves or holds his or her portable electronic device near theEGM, or the portable electronic device is simply near the EGM, theportable electronic device can send such information to the EGM so thatthe EGM can identify the patron.

Once the portable device is paired to the EGM and there is a secureconnection between the EGM and the portable device, payment information,such as an electronic voucher or electronic fund transfer, can beprovided to the EGM to start a game play session. Player loyalty pointscan also be tracked without the need for insertion of a player loyaltycard into the EGM. Thus, with the pairing, the patron will notmistakenly leave a loyalty card in an EGM after he or she has left theEGM.

Next, with respect to FIG. 4, a method 400 of confirming that a wirelesscommunication session is secure between a portable electronic device andan EGM is described. As described above, one or more of the steps in themethod can also be performed by an application executing on an EGM or ona portable electronic device. In 402, a request for initiation of acommunication session between an EGM and a portable electronic devicecan be detected.

In 404, pre-selected content can be received from the portableelectronic device. This pre-selected content is displayed on an EGMdisplay in 406. In 408, a request can be made for confirmation from theowner of the portable electronic device that he or she wants toestablish a secure connection with the EGM. For example, a messagerequesting such confirmation can appear on the portable electronicdevice or on the EGM or both.

If the owner of the portable device indicates that he or she does notwant to establish a secure connection with the EGM, the method moves onto 410 where the communication session between the EGM and the portableelectronic device is canceled and terminate. If the owner of theportable electronic device confirms that he or she wants to establish asecure connection with the EGM, the method moves on to 412 where asecure communication session can be established between the portableelectronic device and the EGM.

Wireless Architecture

The determination of whether a communication session between a wirelessmobile device and an EGM is secure involves the utilization of awireless architecture. Thus, some details of a wireless architecture aredescribed for the purpose of illustration. The EGMs and the servers canbe configured to communicate via wireless communications with portableelectronic devices. On the EGM, in one embodiment, wirelesscommunications can be controlled by a game controller on the EGM. Inother embodiments, a secondary controller on the EGM, such as asecondary controller in a player tracking unit, a card reader, a billvalidator or a printer, can be used to control wireless communicationsas well as an attract feature involving a portable electronic deviceindependently of the game controller. For example, a player trackingunit can include its own touch screen video display, audio device andwireless communication capabilities that allow it to pair with aportable electronic device and to implement an attract featureindependently of the game controller.

In yet other embodiments, two or more different controllers can be usedto implement wireless communications involving a portable electronicdevice. In one embodiment, a first controller, such as a player trackingcontroller, can handle wireless communications with the portableelectronic device. The player tracking controller can forward thecommunications to a second controller, such as the game controller. Inresponse, the game controller can wirelessly pair with a portableelectronic device and/or implement an attract feature on the EGM andpossibly communicate with the portable electronic device via the playertracking unit.

The wireless communications can be used to implement for variousfunctions, including payment, player loyalty, and implementing attractfeatures involving one or more EGMs and/or portable electronic devices.To enable wireless communications, all or a portion of the EGMs can eachinclude one or more wireless transceivers. The EGMs can be configured tocommunicate using the wireless transceivers in a number of differentcommunication protocols depending on the capabilities of the portableelectronic device. For instance, communications protocols, such asBluetooth™, Wi-Fi™ and Near-Field Communication (NFC) can be implementedon the EGMs. Further details of the capabilities of the EGMs aredescribed with respect to FIGS. 5 and 6.

When implemented, devices implementing the protocols can have differentcommunication ranges. For instance, a class 2 Bluetooth™ device has arange of about 10 meters or less while a low power class 3 Bluetooth™device has a range of about 5 meters or less. NFC enabled devices canhave a range of about 4 cm or less. Indoors, depending on theobstructions and the version of Wi-Fi that is implemented, the range ofa Wi-Fi enabled device can be up to about 50 meters. A cellularcommunication range can be up to a few kilometers. The portableelectronic devices described herein can be enabled to simultaneouslyimplement multiple wireless communication protocols. Devices, such asEGMs, can be configured to detect and interpret wireless signalsformatted in different protocols. As will be discussed in more detailbelow, the different ranges associated with each protocol can be used,at a first pass, to determine the approximate location of a wirelesslytransmitting portable electronic device relative to a receiving device,such as an EGM.

In various embodiments, methods, such as triangulation, signal strengthdetermination and signal analysis can be used to determine anapproximate location of portable electronic device within a casinoincluding relative distance of a portable electronic device to otherdevices within the casino, such as an EGM. A location determination canbe performed by a server, such as 14 and 15 and/or an EGM to determinethe locations of nearby portable electronic devices. Further, portableelectronic devices can be provided with an application that allows it todetermine its relative indoor position, such as a position within acasino. The application may utilize information furnished by a casino,such as a floor plan, and the location of wireless signal sources withinthe casino to determine its relative position within an indoorenvironment, such as a casino.

A number of wireless access points (not shown) can be provided in thearea proximate to the banks of EGMs. As described in the previousparagraph, location information associated with the wireless accesspoints can be provided to portable electronic device used within thecasino. In one embodiment, via the wireless access points, a portableelectronic device, such as 16, can communicate with a server, such as 14and 15. In another embodiment, a portable electronic device may be ableto communicate with a server, such as 14 and 15, through an intermediarydevice, for example via an EGM. Besides being used for portable devicecommunication, via the wireless access points, an EGM, such as 10 a, mayalso be to communicate with servers, such as 14 and 15.

In particular embodiments, a plurality of receivers can be locatedwithin the casino environment for receiving wireless communicationsignals, such as, for example, 1) the signals that cellular capabledevices broadcast to cell phone towers, 2) the signals Wi-Fi™ enableddevices broadcast and 3) the signals Bluetooth™ enabled devicesbroadcast. In general, wireless signals can be formatted according tomany different types of communication protocols. Thus, differentreceivers configured to receive one or more different types of wirelesssignals and associated devices that process the wireless signalsaccording to an associated wireless communication protocol can beutilized.

In particular embodiments, wireless receivers of different types, i.e.,configured to receive wireless signals in one or more different portionsof the wireless spectrum can be incorporated into an EGM. A wirelessreceiver can be a separate component provided with the EGM or can bebuilt in a device provided with the EGM, such as but not limited to acard reader, bill validator, a player tracking unit or a printer. Insome instances, an EGM can include multiple wireless receivers. The datareceived from the various wireless receivers can be used in a methodused to determine the location of a portable electronic device, such asa method involving signal triangulation.

As an example, the cellular data signals can be processed according to acellular communication protocol, such as GSM or CDMA, to learninformation about the device that is broadcasting the information, suchas information that allows the cellular enabled device to be identifiedas a unique node in a cellular network. In one embodiment, one or moreof the EGMs can include this capability, i.e., the ability to receiveand process cellular data signals in a GSM or a CDMA format. Again, thisinformation can also be utilized for device location and trackingpurposes. Further, the information can be used for patron identificationpurposes if the player has registered unique device information, such asa phone number, with the casino enterprise.

In some instances, a single device can be configured to broadcastmultiple wireless communication protocols simultaneously. According tosuch an embodiment, a wireless device tracking system can be configuredto detect a single device in different wireless spectrums simultaneouslyand perform location estimations, such as triangulation, based on thesignals broadcast in the different wireless spectrums. For instance, asingle portable electronic device, such as a smart phone, can beconfigured to broadcast wireless signals in a cellular portion of thewireless spectrum and a Wi-Fi™ portion of the spectrum simultaneously.

A wireless device tracking system can be configured to determine twoestimates of its location using each of the two different types ofwireless signals that have been received. In one embodiment, the systemcan be configured to determine which of the two different locationestimates is more accurate and select the one determined more accuratefor use. In another embodiment, the system can be configured todetermine a single location estimate based upon each of the two locationestimates. For instance, the two location estimates can be averagedtogether to provide the single location estimate.

Wireless Signal Detection

In one embodiment, wireless receivers separate from the EGMs can bedistributed throughout a casino enterprise and can be used to detect thepresence of portable electronic devices, such as 16 or 17, via theirtransmitted cellular signals or other types of transmitted radiosignals. The wireless receivers can report their signal information to aserver, such as 14 and 15. Based upon the information interpreted fromthe received wireless signals, an approximate position of the portableelectronic device 16, 17 within the casino enterprise can be determined,such as a location on a casino floor. In particular, the position ofportable electronic devices 16, 17 relative to particular EGMs can beestimated. In other words, the approximate distance between a particularportable electronic device 16, 17 and an EGM can be estimated. Overtime, this process can be repeated, i.e., the wireless signalenvironment can be regularly sampled, such that a location historyversus time for various portable electronic devices 16, 17 can bedetermined.

Based upon this positional information determined for the portableelectronic devices, a system server can be configured to determinewhether to initiate a wireless connection between one or more of theportable devices and one or more EGMs. In another embodiment, an EGM canbe configured to utilize the positional information to initiate awireless connection with a portable electronic device. In yet otherembodiments, an EGM acting alone or in conjunction with other EGMs viapeer-to-peer communications can be configured to detect a nearbyportable electronic device and initiate a wireless connection with theportable electronic device independently of a system server. It will beunderstood that the devices described above can also trigger an attractfeature in addition to initiating a wireless connection between devices.

As described above, the portable electronic device can be recognized asbelonging to a particular patron. For instance, a patron that is amember of a loyalty program may have registered unique identificationinformation about the device, such as a MAC address and/or a phonenumber, to a loyalty account with the casino enterprise. The loyaltyaccount can store preference information about the patron, such aspreferred activities and promotions. The system, which can includeservers 14 and 15 and the EGMs, can be configured to determine whether aportable electronic device is associated with a particular patron and ifso determine whether any preference information is known about theparticular patron, such as preference information stored in the patron'sloyalty account. If preference information is known, then thisinformation can be used to initiate a wireless connection with theportable electronic device belonging to that patron and/or to generatean attract feature for the patron based upon his or her preferences,such as preferred game types, preferred game denominations, particulargames within a game type (e.g., a particular game generated on a videoslot machine or a particular game generated on a reel slot machine) orcombinations thereof.

In yet another embodiment, an application running on a portableelectronic device, such as 16 or 17, can be configured with userselectable parameters indicating preferences of the user, such as a gametype (i.e., mechanical or video slot) and a particular game (i.e., aparticular game or a game denomination). This information can bebroadcast by the portable electronic device and received by systemdevices, such as a server 15 or an EGM 10 a. Based upon these settings,a system server or an EGM may only establish a wireless communicationsession when an EGM is nearby that meets the selected criteria. Forinstance, if the patron has selected parameter(s) in the applicationthat indicates his or her interest in large jackpot progressive games(i.e., jackpots above a threshold value of one million dollars or more),then a wireless communication link will only be established with an idleEGM nearby that provides this type of game play. As another example, ifthe patron has selected parameters in that application that indicatestheir interest in games of only a dollar denomination then a wirelesscommunication session may not be established with EGMs that do not meetthese criteria. As described above, this information can also be storedto the patron's loyalty account. However, using an application executingon the patron's portable electronic device can allow for patrons notregistered in a loyalty program to express preferences that can affectwhether a wireless communication link is established with that patron'sdevice.

In other embodiments, an application on a patron's portable electronicdevice 16 can be configured to instruct a system server or an EGM to usegame play history information stored on the portable electronic deviceor within the gaming system to specify parameters that affect theinitiation of wireless connection. In particular, the applicationexecuting on the patron's portable electronic device can include a userselectable parameter that instructs an EGM or a system server toinitiate a wireless connection based upon their game play history. As anexample, a patron can select a parameter that instructs the system toinitiate a wireless connection even if the patron is outside the normalrange for connection. For example, if the normal range of the system forconnection is 10 yards and if the patron's game play history informationindicates that the patron likes a particular type of game and there isan EGM with such a game within 20 yards of the patron, the system can beconfigured to initiate a wireless connection with the portableelectronic device 16 belonging to that patron even though the patron isoutside the normal connection range. If the patron's device includesinformation about the patron's game play history, this information canbe uploaded to the system and used in conjunction with user selectableparameters about the game play history to determine whether to initiatea wireless connection and/or to trigger an attract feature.

When the patron 22 approaches one of the EGMs and is within apredetermined range, a wireless communication link can be establishedbetween one of the EGMs and the patron's portable electronic device. Inone embodiment, the predetermined range is a radius of about 10 yardsaround the EGM. In another embodiment, the predetermined range can be aradius of about 15 yards around the EGM. The system can be configured toset different predetermined ranges for particular EGMs and/or portabledevices. The different predetermined ranges can be based on criteria,such as, for example, a patron's preferences, game play history of theportable electronic device, game play history of the EGM, an applicationon the patron's portable electronic device, as well as casino defaultranges. Once the wireless communication link is established between theEGM and portable electronic device, a game play session can begin. Inanother embodiment, an attract feature, such as an offer, can be sent tothe portable electronic device to encourage the patron to begin a gameplay session. The attract feature can be sent to the portable electronicdevice by either a server or the EGM itself.

If a nearby EGM is already occupied by a patron engaged in an activegame play session, the system will not establish a new wirelesscommunication link between that EGM and a portable electronic device 17belonging to another patron nearby. The system can also be configured toadd spacing between occupied EGMs and EGMs with which a wirelesscommunication link can be established. For example, with EGMs 10 d and12 j occupied, the system can be configured not to establish wirelesscommunication with EGM 10 c, 10 e or 12 i for patron 22 so as not todisturb patrons 20 and 24.

FIG. 5 shows a block diagram of a gaming system 600 in accordance withthe described embodiments. The gaming system 600 can include one or moreservers, such as server 602, and a variety of gaming devices includingbut not limited to table gaming devices, such as 652, mobile gamingdevices, such as 654, and slot-type gaming devices, such as 656. Thetable gaming devices, such as 652, can include apparatus associated withtable games where a live operator or a virtual operator is employed. Thegaming devices and one or more servers can communicate with one anothervia a network 601. The network can include wired, wireless or acombination of wired and wireless communication connections andassociated communication routers.

Some gaming devices, such as 652, 654 and 656, can be configured with aplayer interface that allows at least 1) selections, such as a wageramount, associated with a wager-based game to be made and 2) an outcomeof the wager-based game to be displayed. As an example, gaming devices,652, 654 and 656, include player interfaces, 652 a, 654 a and 656 a,respectively. Typically, gaming devices with a player interface arelocated in publically accessible areas, such as a casino floor. On theother hand, some gaming devices, such as server 602, can be located inpublically inaccessible areas, such is in a back-room of a casino oreven off-site from the casino. Gaming devices located in publicallyinaccessible areas may not include a player interface. For instance,server 602 does not include a player interface. However, server 602includes an administrator interface 635 that allows functions associatedwith the server 602 to be adjusted.

An example configuration of a gaming device is described with respect togaming device 604. The gaming device 604 can include 1) a gamecontroller 606 for controlling a wager-based game played on the gamingdevice and 2) a player interface 608 for receiving inputs associatedwith the wager-based game and for displaying an outcome to thewager-based game. In more detail, the game controller 606 can include a)one or more processors, such as 626, b) memory for holding softwareexecuted by the one or more processors, such as 628, c) a non-volatilememory, such as 630, d) one or more trusted memories, such as 632, e) arandom number generator and f) a plurality of software applications,610. The other gaming devices, including table gaming device 652, mobilegaming device 654, slot-type gaming device 656 and server 602, can eachinclude a game controller with all or a portion of the componentsdescribed with respect to game controller 606.

In particular embodiments, the gaming device can utilize a “state”machine architecture. In a “state” machine architecture criticalinformation in each state is identified and queued for storage to apersistent memory. The architecture doesn't advance to the next statefrom a current state until all the critical information that is queuedfor storage for the current state is stored to the persistent memory.Thus, if an error condition occurs between two states, such as a powerfailure, the gaming device implementing the state machine can likely berestored to its last state prior to the occurrence of the errorcondition using the critical information associated with its last statestored in the persistent memory. This feature is often called a “rollback” of the gaming device. Examples of critical information can includebut are not limited to an outcome determined for a wager-based game, awager amount made on the wager-based game, an award amount associatedwith the outcome, credits available on the gaming device and a depositof credits to the gaming device.

The non-volatile memory 630 can be used as a persistent memory forcritical data, such as critical data associated with maintaining a“state” machine on the gaming device. One characteristic of anon-volatile memory 630 is a fast data transfer time. According to someembodiments, the current state is kept in “persistent memory” (e.g.NVRAM, disk drive) so that in the event of a power failure, the EGM canrecover to the proper state after power is restored.

In one embodiment, the gaming device 605 can be configured to detectpower fluctuations and in response, trigger a transfer of critical datafrom RAM to the non-volatile memory 630. One example of a non-volatilememory 630 is a battery-backed RAM. The battery supplies power to thenormally volatile RAM so that in the event of a power failure data isnot lost. Thus, a battery-backed RAM is also often referred to as anon-volatile RAM or NV-RAM. An advantage of a battery-backed RAM is thatthe fast data transfer times associated with a volatile RAM can beobtained.

The trusted memory 632 is typically a read-only memory of some type thatmay be designed to be unalterable. An EPROM or EEPROM are two types ofmemory that can be used as a trusted memory 632. The gaming device 604can include one or more trusted memories. Other types of memories, suchas Flash memory, can also be utilized as an unalterable memory and theexample of an EPROM or EEPROM is provided for purposes of illustrationonly.

Prior to installation the contents of a trusted memory, such as 632, canbe verified. For instance, a unique identifier, such as a hash value,can be generated on the contents of the memory and then compared to anaccepted hash value for the contents of the memory. The memory may notbe installed if the generated and accepted hash values do not match.After installation, the gaming device can be configured to check thecontents of the trusted memory. For instance, a unique identifier, suchas a hash value, can be generated on contents of the trusted memory andcompared to an expected value for the unique identifier. If thegenerated value of the unique identifier and the expected value of theunique identifier don't match, then an error condition can be generatedon the gaming device 604. In one embodiment, the error condition canresult in the gaming device entering a tilt state where game play istemporarily disabled on the gaming device.

Sometimes verification of software executed on the gaming device 604 canbe performed by a regulatory body, such as a government agency. Oftensoftware used by a game controller, such as 606, can be highlyregulated, where only software approved by a regulatory body is allowedto be executed by the game controller 606. In one embodiment, thetrusted memory 632 can store authentication programs and/orauthentication data for authenticating the contents of various memorieson the gaming device 604. For instance, the trusted memory 632 can storean authentication program that can be used to verify the contents of amass storage device, such as 620, which can include software executed bythe game controller 606.

The random number generator (RNG) 634 can be used to generate randomnumbers that can be used to determine outcomes for a game of chanceplayed on the gaming device. For instance, for a mechanical or videoslot reel type of game, the RNG, in conjunction with a paytable thatlists the possible outcomes for a game of chance and the associatedawards for each outcome, can be used to generate random numbers fordetermining reel positions that display the randomly determined outcomesto the wager-based game. In other example, the RNG might be used torandomly select cards for a card game. Typically, as described above,the outcomes generated on a gaming device, such as 604, are consideredcritical data. Thus, generated outcomes can be stored to persistentmemory, such as non-volatile memory 630 or mass storage 620.

Not all gaming devices may be configured to generate their own gameoutcomes and thus, may not use an RNG for this purpose. In someembodiments, game outcomes can be generated on a remote device, such asserver 602, and then transmitted to the gaming device 604 where theoutcome and an associated award can be displayed to the player via theplayer interface 608. For instance, outcomes to a slot-type game or acard game can be generated on server 602 and transmitted to the gamingdevice 604.

In other embodiments, the gaming device 604 can be used to play centraldetermination games, such as bingo and lottery games. In a centraldetermination game, a pool of game outcomes can be generated and then,particular game outcomes can be selected as needed (e.g., in response toa player requesting to play the central determination game) from thepool of previously generated outcomes. For instance, a pool of gameoutcomes for a central determination game can be generated and stored onserver 602. Next, in response to a request to play the centraldetermination game on gaming device 604, one of the outcomes from thepool can be downloaded to the gaming device 604. A game presentationincluding the downloaded outcome can be displayed on the gaming device604.

In other embodiments, thin client type gaming devices, such as mobilegaming devices used to play wager-based video card or video slot games,may be configured to receive at least game outcomes from a remote deviceand not use an RNG to generate game outcomes locally. The game outcomescan be generated remotely in response to inputs made on the mobiledevice, such as an input indicating a wager amount and/or an input toinitiate the game. This information can be sent from the mobile deviceto a remote device, such as from mobile gaming device 654 to server 602.After receiving the game outcome from the remote device, a gamepresentation for the game outcomes generated remotely can be generatedand displayed on the mobile device. In some instances, the gamepresentation can also be generated remotely and then streamed fordisplay to the mobile device.

The game controller 606 can be configured to utilize and execute manydifferent types of software applications 610. Typically, the softwareapplications utilized by the game controller 606 can be highly regulatedand may undergo a lengthy approval process before a regulatory bodyallows the software applications to be utilized on a gaming devicedeployed in the field, such as in a casino. One type of softwareapplication the game controller can utilize is an Operating System (OS).The OS can allow various programs to be loaded for execution by theprocessor 626, such as programs for implementing a state machine on thegaming device 606. Further, the OS can be used to monitor resourceutilization on the gaming device 606. For instance, certainapplications, such as applications associated with game outcomegeneration and game presentation that are executed by the OS can begiven higher priority to resources, such as the processor 626 and memory628, than other applications that can be executing simultaneously on thegaming device.

As previously described, the gaming device 604 can execute software fordetermining the outcome of a wager-based game and generating apresentation of the determined game outcome including displaying anaward for the game. As part of the game outcome presentation one or moreof 1) electro-mechanical devices, such as reels or wheels, can beactuated, 2) video content can be output to video displays, 3) soundscan be output to audio devices, 4) haptic responses can be actuated onhaptic devices or 5) combinations thereof, can be generated undercontrol of the game controller 606. The peripheral devices used togenerate components of the game outcome presentation can be associatedwith the player interface 608 where the types of devices that areutilized for the player interface 608 can vary from device to device.

To play a game, various inputs can be required. For instance, via inputdevices coupled to the gaming device 604, a wager amount can bespecified, a game can be initiated or a selection of a game choiceassociated with the play of the game can be made. The software 610executed by the game controller 606 can be configured to interpretvarious signals from the input devices, such as signals received from atouch screen controller or input buttons, and affect the game played onthe gaming device in accordance with the received input signals. Theinput devices can also be part of the player interface 608 provided withthe gaming device, such as 604.

In other embodiments, the gaming software 610 executed by the gamecontroller 606 can include applications that allow a game historyincluding the results of a number of past games to be stored, such asthe previous 10 or 100 games played on the gaming device 604. The gamehistory can be stored to a persistent memory including but not limitedto the non-volatile memory 630. The gaming controller 606 can configuredto provide a menu (typically, only operator accessible), that allows theresults of a past game to be displayed via the player interface 608. Theoutput from the history menu can include a re-creation of the gamepresentation associated with a past game outcome, such as a videorepresentation of card hand associated with a video poker game, a videorepresentation of a reel configuration associated with a video slotgame, and/or raw data associated with the past game result, such as anaward amount, an amount wagered, etc. The history menu can be used fordispute resolution purposes, such as if a player complains that theyhave not been properly awarded for a game previously played on thegaming device 604.

The reporting software can be used by the game controller 606 to reportevents that have occurred on the gaming device 604 to remote device,such as server 602. For instance, in one embodiment, the game controller606 can be configured to report error conditions that have been detectedon the gaming device 604, such as if a device has malfunctioned or needsattention. For instance, the reporting software can be used to send amessage from the gaming device 604 to the server 602 indicating that aprinter on the gaming device needs a refill of tickets. In anotherembodiment, the gaming controller 606 can be configured to reportsecurity events that may have occurred on the gaming device 604, such asbut not limited to if a door is opened, a latch is activated or aninterior portion of the gaming device 604 has been accessed.

In yet other embodiments, the game controller 606 can be configured toreport gaming activity and associated events that has been generated onthe gaming device, such as a deposit of cash or an indicia of credit, atthe gaming device, a generation of game outcome including an associatedaward amount and a dispensation of cash or an indicia of credit from thegaming device 604. As part of a loyalty program, the gaming activity canbe associated with a particular player. The reporting software caninclude player tracking elements that allow the gaming activity of aparticular player to be reported to a remote device, such as server 602.

The game controller 606 can execute the authentication software toverify the authenticity of data and/or software programs executed on thegaming device 604. For instance, the authentication software can be usedto verify the authenticity of data and/or software applications whenthey are first downloaded to the gaming device 604. Further, theauthentication software can be used to periodically verify theauthenticity of data and/or software applications currently residing onthe gaming device, such as software applications stored on one of thememories coupled to the gaming device 604 including applications loadedinto the memory 628 for execution by the processor 626.

The communication software executed by the game controller 606 can beused to communicate with a variety of devices remote to the gamingdevice 604. For instance, the communication software can be used tocommunicate with one or more of a) servers remote to the device, such as602, b) other gaming devices, such as table gaming device 652, mobilegaming device 654 and slot-type gaming device 656 and c) mobile devicescarried by casino personnel or players in the vicinity of the gamingdevice 604. Via the communication software, the game controller can beconfigured to communicate via many different communication protocols.For instance, different wireless and/or wired communication protocolscan be implemented. Further, proprietary or non-proprietary gamingspecific protocols can be implemented. For instance, gaming specificnon-proprietary communication protocols, such as G2S (game to system),GDS (gaming device standard) and S2S (system to system) communicationprotocols provided by the Gaming Standards Association (GSA), Fremont,Calif., can be implemented on the gaming devices described herein.

The gaming device 604 can communicate with one or more remote devicesvia one or more network interfaces, such as 612. For instance, vianetwork interfaces 612 and the network 601, the gaming device 604 cancommunicate with other gaming devices, such as server 602 and/or gamingdevices, 652, 654 and 656. The network interfaces can provide wired orwireless communications pathways for the gaming device 604. Some gamingdevices may not include a network interface or can be configured tooperate in a stand-alone mode where the network interface is notconnected to a network.

In other embodiments, a mobile device interface or interfaces, such as614, can be provided for communicating with a mobile device, such as acell phone or a tablet computer carried by players or casino personneltemporarily in the vicinity of the gaming device 604. A wirelesscommunication protocol, such as Bluetooth™ and a Wi-Fi compatiblestandard, can be used for communicating with the mobile devices via themobile device interfaces 614. In one embodiment, the mobile deviceinterface can implement a short range communication protocol, such as anear-field communication (NFC) protocol used for mobile walletapplications. NFC is typically used for communication distances of 4 cmor less. In addition, a wired communication interface, such as a dockingstation, can be integrated into the gaming device, such as 604. Thewired communication interface can be configured to providecommunications between the gaming device 604 and the mobile deviceand/or providing power to the mobile device.

Near field communication, or NFC, allows for simplified transactions,data exchange, and connections with a touch. Formed in 2004, the NearField Communication Forum (NFC Forum) promotes sharing, pairing, andtransactions between NFC devices and develops and certifies devicecompliance with NFC standards. NFC's short range helps keep encryptedidentity documents private. Thus, a smartphone or tablet with an NFCchip can make a credit card/debit card payment to a gaming device orserve as keycard or ID card for a loyalty program. Further, an NFCdevice can act a hotel room key. The user of an NFC device as a hotelroom keys and/or a player tracking card instrument may allow fast VIPcheck-in and reduce staffing requirements.

NFC devices can read NFC tags on a gaming device 604 to get moreinformation about the gaming device including an audio or videopresentation. For instance, a tap of an NFC enabled device to a gamingdevice can be used to instantly share a contact, photo, song,application, video, or website link. In another example, an NFC enableddevice can be used to transfer funds to the gaming device or enter theplayer in a multi-player tournament. As another example, an NFC enableddevice can be used to receive information from a gaming device that canbe used in a persistent gaming application or a social mediaapplication.

Further, NFC enabled signage can include NFC tags that allow a patron tolearn more information about the content advertised in the signage. TheNFC enabled signage can be part of a gaming system. For instance, a signadvertising a show available at the casino can be configured to transferinformation about the show, show times and ticketing information via anNFC tag. As another example, a sign showing jackpot information, such asprogressive jackpot information, can be used to transfer informationabout the jackpot, such as the last time the jackpot was won and whereit was won.

In one embodiment, an NFC interface on a gaming device can be used toset-up a higher speed communication between the gaming device andanother NFC enabled device such as smart phone. The higher speedcommunication rates can be used for expanded content sharing. Forinstance, a NFC and Bluetooth enabled gaming device can be tapped by anNFC and Bluetooth enabled smart phone for instant Bluetooth pairingbetween the devices. Instant Bluetooth pairing between a gaming deviceand an NFC enabled device, such as a smartphone, can save searching,waiting, and entering codes. In another example, a gaming device can beconfigured as an NFC enabled router, such as a router supporting a Wi-Ficommunication standard. Tapping an NFC enabled device to an NFC enabledand Wi-Fi enabled gaming device can be used to establish a Wi-Ficonnection between the two devices.

As an example, the NFC communication can be used to exchange informationto allow pairing to be established between a user-controlled device andthe gaming device 604. For instance, Bluetooth™ pairing occurs when twoBluetooth devices agree to communicate with each other and establish aconnection. In order to pair two Bluetooth wireless devices, a password(passkey) is exchanged between the two devices. The Passkey is a codeshared by both Bluetooth devices, which proves that both users haveagreed to pair with each other. After the passkey code is exchanged, anencrypted communication can be set up between the pair devices. In Wi-Fiparing, every pairing can be set up with WPA2 encryption or another typeof encryption scheme to keep the transfer private. Wi-Fi Direct is anexample of a protocol that can be used to establish point-to-pointcommunications between two Wi-Fi devices. The protocol allows for aWi-Fi device pair directly with another without having to first join alocal network. The method makes it possible to share media from a phone,play multiplayer games or otherwise communicate directly, even when norouter exists. Via pairing between the gaming device 604 and portableelectronic device, a portable electronic device may be able to utilizesome of the functionality of secondary devices residing on the gamingdevice 604. For instance, it may be possible for a player to printsomething from their portable electronic device using the printer on thegaming device 604 when it is paired to the gaming device 604.

The gaming device 604 can include one or more each of value inputdevices 616 and value output device 618. The value input devices 616 canbe used to deposit cash or indicia of credit onto the gaming device. Thecash or indicia of credit can be used to make wagers on games played onthe gaming device 604. Examples of value input devices 616 include butare not limited to a magnetic-striped card or smart card reader, a billand/or ticket acceptor, a network interface for downloading credits froma remote source, a wireless communication interface for reading creditdata from nearby devices and a coin acceptor. A few examples of valueinput devices are shown in FIG. 5.

The value output devices can be used to dispense cash or indicia ofcredit from the gaming device 604. Typically, the indicia of credit canbe exchanged for cash. For instance, the indicia of credit can beexchanged at a cashier station or at a redemption station. Examples ofvalue output devices can include a network interface for transferringcredits into a remote account, a wireless communication interface thatcan be used with a mobile device implementing mobile wallet application,a coin hopper for dispensing coins or tokens, a bill dispenser, a cardwriter, a printer for printing tickets or cards redeemable for cash orcredits. Another type of value output device is a merchandise dispenser,which can be configured to dispense merchandise with a tangible valuefrom a gaming device. A few examples of value output devices are shownin FIG. 5.

The combination of value input devices 616 and value output devices 618can vary from device to device. In some embodiments, a gaming device 604may not include a value input device or a value output device. Forinstance, a thin-client gaming device used in a mobile gamingapplication may not include a value input device and a value outputdevice. Instead, a remote account can be used to maintain the creditswon or lost from playing wager-based games via the mobile device. Themobile device can be used to access the account and affect the accountbalance via game play initiated on the mobile device. Credits can bedeposited or withdrawn from the remote account via some mechanism otherthan via the mobile device interface.

In yet other embodiments, the gaming device 604 can include one or moresecondary controllers 619. The secondary controllers can be associatedwith various peripheral devices coupled to the gaming device, such asthe value input devices and value output devices described in thepreceding paragraphs. As another example, the secondary controllers canbe associated with peripheral devices associated with the playerinterface 608, such as input devices, video displays, electro-mechanicaldisplays and a player tracking unit. In some embodiments, the secondarycontrollers can receive instructions and/or data from and provideresponses to the game controller 606. The secondary controller can beconfigured to interpret the instructions and/or data from the gamecontroller 606 and control a particular device according to the receivedinstructions and/or data. For instance, a print controller may receive aprint command with a number of parameters, such as a credit amount andin response print a ticket redeemable for the credit amount. In anotherexample, a touch screen controller can detect touch inputs and sendinformation to the game controller 606 characterizing the touch input.

In a particular embodiment, a secondary controller can be used tocontrol a number of peripheral devices independently of the gamecontroller 606. The game controller may or may not be able to providecontrol commands for these peripheral devices. For instance, a playertracking unit can include one or more of a video display, a touchscreen, card reader, network interface, a wireless interface forcommunicating with a portable electronic device, a wireless receiver fordetecting a portable electronic device or input buttons that are onlyconfigured to receive control commands from a player tracking controllerand not the game controller. A secondary controller, such as a playertracking controller, can control these devices to provide playertracking services and bonusing on the gaming device 604. In alternateembodiments, the game controller 604 can control one or more of thesedevices to perform player tracking functions.

Other devices besides player tracking units, such as card readers, billvalidators and printers which are utilized on a gaming device 604, canalso include secondary controllers that can be used to perform functionsindependently of a game controller. In particular embodiments, asecondary controller on one of these devices can be used to initiate awireless communication session involving a portable electronic device,as described above. For instance, a player tracking unit may be able todetect a portable electronic device and initiate a wirelesscommunication session the portable electronic device.

In yet other embodiments, a secondary controller and the game controller606 can share one or more devices on the gaming device. For instance,the secondary controller at times may be able to utilize a portion ofthe video display that used by the game controller to output a game ofchance. Logic can be provided that arbitrates which controller isallowed to control a particular shared device at a particular time. Thearbitration can depend on the current state of the gaming device. Thus,in some instances depending on the current state of the gaming device, afirst controller, such as a game controller, can be given control over ashared device while in other instances, a secondary controller, such asa player tracking controller, can be given control over a shared device.

An advantage of performing player tracking functions via a secondarycontroller, such as a player tracking controller, is that since theplayer tracking functions do not involve controlling the wager-basedgame, the software on the player tracking unit can be developed modifiedvia a less lengthy and regulatory intensive process than is required forsoftware executed by the game controller 606, which does control thewager-based game. In general, using a secondary controller, certainfunctions of the gaming device 604 that are not subject to as muchregulatory scrutiny as the game play functions can be decoupled from thegame controller 606 and implemented on the secondary controller instead.An advantage of this approach, like for the player tracking controller,is that software approval process for the software executed by thesecondary controller can be less intensive than the process needed toget software approved for the game controller. Thus, in particularembodiments, it may be advantageous to provide the software involvingwireless communications with portable electronic devices in a secondarycontroller.

A mass storage unit(s) 620, such as a device including a hard drive,optical disk drive, flash memory or some other memory storage technologycan be used to store applications and data used and/or generated by thegaming device 604. For instance, a mass storage unit, such as 620, canbe used to store gaming applications executed by the game controller 606where the gaming device 604 can be configured to receive downloads ofgame applications from remote devices, such as server 602. In oneembodiment, the game controller 606 can include its own dedicated massstorage unit. In another embodiment, critical data, such as game historydata stored in the non-volatile memory 630 can be moved from thenon-volatile memory 630 to the mass storage unit 620 at periodicintervals for archival purposes and to free up space in the non-volatilememory 630.

The gaming device 604 can include security circuitry 622, such assecurity sensors and circuitry for monitoring the sensors. The securitycircuitry 622 can be configured to operate while the gaming device isreceiving direct power and operational to provide game play as well aswhen the gaming device is uncoupled from direct power, such as duringshipping or in the event of a power failure. The gaming device 604 canbe equipped with one or more secure enclosures, which can include locksfor limiting access to the enclosures. One or more sensors can belocated within the secure enclosures or coupled to the locks. Thesensors can be configured to generate signals that can be used todetermine whether secure enclosures have been accessed, locks have beenactuated or the gaming device 604, such as a mobile device has beenmoved to an unauthorized area. The security monitoring circuitry can beconfigured to generate, store and/or transmit error events when thesecurity events, such as accessing the interior of the gaming device,have occurred. The error events may cause the game controller 606 toplace itself in a “safe” mode where no game play is allowed until theerror event is cleared.

The server 602 can be configured to provide one or more functions togaming devices or other servers in a gaming system 600. The server 602is shown performing a number of different functions. However, in variousembodiments, the functions can be divided among multiple servers whereeach server can communicate with a different combination of gamingdevices. For instance, player interface support 636 and gaming devicesoftware 638 can be provided on a first server, progressives can beprovided on a second server, loyalty program functions 640 andaccounting 648 can be provided on a third server, linked gaming 644 canbe provided on a fourth server, cashless functions 646 can be providedon a fifth server and security functions 650 can be provided on a sixthserver. In this example, each server can communicate with a differentcombination of gaming devices because each of the functions provided bythe servers may not be provided to every gaming device in the gamingsystem 600. For instance, the server 602 can be configured to provideprogressive gaming functions to gaming devices 604, 652 and 656 but notgaming device 654. Thus, the server 602 may not communicate with themobile gaming device 654 if progressive functions are not enabled on themobile gaming device at a particular time.

Typically, each server can include an administrator interface thatallows the functions of a server, such as 602, to be configured andmaintained. Each server 602 can include a processor and memory. In someembodiments, the servers, such as 602, can include a game controllerwith components, such as but not limited to a non-volatile memory 630, atrusted memory 632 and an RNG 634 described with respect to gamingdevice 604. The servers can include one or more network interfaces onwhich wired or wireless communication protocols can be implemented.Next, some possible functions provided by the server 602 are described.These functions are described for the purposes of illustration only andare not meant to be limiting.

The player interface support 636 can be used to serve content to gamingdevices, such as 604, 652, 654 and 656, remote to the server. Thecontent can include video and audio content that can be output on one ofthe player interfaces, such as 608, 652 a, 654 a and 656 a. Further, thecontent can be configured to utilize unique features of a particularplayer interface, such as video displays, wheels or reels, if theparticular player interface is so equipped.

In one embodiment, via the player interface support, content can beoutput to all or a portion of a primary video display that is used tooutput wager-based game outcomes on a player interface associated with agaming device. For instance, a portion of the primary display can beallocated to providing a “service window” on the primary video displaywhere the content in the service window is provided from a server remoteto the gaming device. In particular embodiments, the content deliveredfrom the server to a gaming device as part of the player interfacesupport 636 can be affected by inputs made on the gaming device. Forinstance, the service window can be generated on a touch screen displaywhere inputs received via the service window can be sent back to server602. In response, to the received inputs, the server 602 can adjust thecontent that is displayed on the remote gaming device that generated theinputs.

The “service window” application can be generated by software code thatis executed independently of other game controller software in a secure“sandbox.” Via the sandbox, an executable can be given limited access tovarious resources on an EGM, such as a portion of the CPU resources andmemory available on a game controller. The memory can be isolated fromthe memory used by other processes, such as game processes executed bythe game controller.

As described above, a service window application can be allowed tocontrol, send and/or receive data from secondary devices on a gamingdevice, such as a video display, a touch screen power interfaces orcommunication interfaces. A service window application allowed toutilize a communication interface, such as a wireless communicationinterface, can be configured to communicate with a portable electronicdevice via the communication interface independently of a gamecontroller on an EGM. Further details of utilizing a service window on agaming device on an EGM are described in U.S. patent application Ser.No. 12/209,608, by Weber et al., filed Sep. 12, 2008, titled “GamingMachine with Externally Controlled Content Display,” which is herebyincorporated herein by reference in its entirety and for all purposes.

In another embodiment, via the video display, the service windowapplication can be configured to output data in an optical image format,such as a 1-D/2-D bar-code or a QR code. The optically formatted datacan be captured by a camera on the portable electronic device. Forinstance, information about a promotion can be displayed in the servicewindow in a QR code format and transferred to a user's portableelectronic device via an image capture device on their portableelectronic device.

If a player's identity is known, then the player interface support 636can be used to provide custom content to a remote gaming device, such as604. For instance, a player can provide identification information, suchas information indicating their membership in a loyalty program, duringtheir utilization of a gaming device. The custom content can be selectedto meet the identified player's interests. In one embodiment, theplayer's identity and interests can be managed via a loyalty program,such as via a loyalty program account associated with loyalty function640. The custom content can include notifications, advertising andspecific offers that are determined to be likely of interest to aparticular player.

The gaming device software function 638 can be used to provide downloadsof software for the game controller and/or second controllers associatedwith peripheral devices on a gaming device. For instance, the gamingdevice software 638 may allow an operator and/or a player to select anew game for play on a gaming device. In response to the game selection,the gaming device software function 638 can be used to download gamesoftware that allows a game controller to generate the selected game. Inanother example, in response to determining that a new counterfeit billis being accepted by bill acceptors in the gaming system 600, the gamingdevice software function 638 can be used to download a new detectionalgorithm to the bill acceptors that allow the counterfeit bill to bedetected.

The progressive gaming function 642 can be used to implement progressivegame play on one or more gaming devices. In progressive game play, aportion of wagers associated with the play of a progressive game isallocated to a progressive jackpot. A group of gaming devices can beconfigured to support play of the progressive game and contribute to theprogressive jackpot. In various embodiments, the gaming devicescontributing to a progressive jackpot may be a group of gaming devicescollocated near one another, such as a bank of gaming machines on acasino floor, a group of gaming devices distributed throughout a singlecasino, or group of gaming devices distributed throughout multiplecasinos (e.g., a wide area progressive). The progressive gaming function642 can be used to receive the jackpot contributions from each of thegaming devices participating in the progressive game, determine acurrent jackpot and notify participating gaming devices of the currentprogressive jackpot amount, which can be displayed on the participatinggaming devices if desired.

The loyalty function 640 can be used to implement a loyalty programwithin a casino enterprise. The loyalty function 640 can be used toreceive information regarding activities within a casino enterpriseincluding gaming and non-gaming activities and associate the activitieswith particular individuals. The particular individuals can be known ormay be anonymous. The loyalty function 640 can used to store a record ofthe activities associated with the particular individuals as well aspreferences of the individuals if known. Based upon the informationstored with the loyalty function 640 comps (e.g., free or discountedservices including game play), promotions and custom contents can beserved to the particular individuals.

The linked gaming function 644 can be used to used provide game playactivities involving player participating as a group via multiple gamingdevices. An example, a group of player might be competing against oneanother as part of a slot tournament. In another example, a group ofplayers might be working together in attempt to win a bonus that can beshared among the players.

The cashless function 646 can enable the redemption and the dispensationof cashless instruments on a gaming device. For instance, via thecashless function, printed tickets, serving as a cashless instrument,can be used to transfer credits from one gaming device to another gamingdevice. Further, the printed tickets can be redeemed for cash. Thecashless function can be used to generate identifying information thatcan be stored to a cashless instrument, such as a printed ticket, thatallows the instrument to later be authenticated. After authentication,the cashless instrument can be used for additional game play or redeemedfor cash.

The accounting function can receive transactional information fromvarious gaming devices within the gaming system 600. The transactionalinformation can relate to value deposited on each gaming device andvalue dispensed from each gaming device. The transactional information,which can be received in real-time, can be used to assess theperformance of each gaming device as well as an overall performance ofthe gaming system. Further, the transactional information can be usedfor tax and auditing purposes.

The security function 650 can be used to combat fraud and crime in acasino enterprise. The security function 650 can be configured toreceive notification of a security event that has occurred on a gamingdevice, such as an attempt at illegal access. Further, the securityfunction 650 can receive transactional data that can be used to identifyif gaming devices are being utilized in a fraudulent or unauthorizedmanner. The security function 650 can be configured to receive, storeand analyze data from multiple sources including detection apparatuslocated on a gaming device and detection apparatus, such as cameras,distributed throughout a casino. In response to detecting a securityevent, the security function 650 can be configured to notify casinopersonnel of the event. For instance, if a security event is detected ata gaming device, a security department can be notified. Depending on thesecurity event, one or more team members of the security department canbe dispatched to the vicinity of the gaming device. Next, a perspectivediagram of a slot-type gaming device that can include all or a portionof the components described with respect to gaming device 604 isdescribed.

FIG. 5 shows a perspective drawing of a gaming device 700 in accordancewith the described embodiments. The gaming device 700 is example of whatcan be considered a “thick-client.” Typically, a thick-client isconfigurable to communicate with one or more remote servers but providesgame play, such as game outcome determination, independent of the remoteservers. In addition, a thick-client can be considered as such becauseit includes cash handling capabilities, such as peripheral devices forreceiving cash, and a secure enclosure within the device for storing thereceived cash. In contrast, thin-client device, such as a mobile gamingdevice, may be more dependent on a remote server to provide a componentof the game play on the device, such as game outcome determination,and/or may not include peripheral devices for receiving cash and anassociated enclosure for storing it.

Many different configurations are possible between thick and thinclients. For instance, a thick-client device, such as 700, deployed in acentral determination configuration, may receive game outcomes from aremote server but still provide cash handling capabilities. Further, theperipheral devices can vary from gaming device to gaming device. Forinstance, the gaming device 700 can be configured withelectro-mechanical reels to display a game outcome instead of a videodisplay, such as 710. Thus, the features of gaming device 700 aredescribed for the purposes of illustration only and are not meant to belimiting.

The gaming device 700 can include a main cabinet 702. The main cabinet702 can provide a secure enclosure that prevents tampering with thedevice components, such as a game controller (not shown) located withinthe interior of the main cabinet and cash handing devices including acoin acceptor 720, a ticket printer 726 and a bill acceptor 718. Themain cabinet can include an access mechanism, such as door 704, whichallows an interior of the gaming device 700 to be accessed. Theactuation of the door 704 can be controlled by a locking mechanism, suchas lock 716. The lock 716, the door 704 and the interior of the maincabinet 702 can be monitored with security sensors for detecting whetherthe interior has been accessed. For instance, a light sensor can beprovided to detect a change in light-level in response to the door 704being opened.

The interior of the main cabinet 700 can include additional secureenclosure, which can also be fitted with locking mechanisms. Forinstance, the game controller, such as game controller 606, shown inFIG. 5, can be secured within a separate locked enclosure. The separatelocked enclosure for the game controller may allow maintenance functionsto be performed on the gaming device, such as emptying a drop box forcoins, emptying a cash box or replacing a device, while preventingtampering with the game controller. Further, in the case of device witha coin acceptor, 720, the separate enclosure can protect the electronicsof the game controller from potentially damaging coin dust.

A top box 706 can be mounted to the top of the main cabinet 702. Anumber of peripheral devices can be coupled to the top box 706. In FIG.6, a display device 708 and a candle device 714 are mounted to the topbox 706. The display device 708 can be used to display informationassociated with game play on the gaming device 700. For instance, thedisplay device 708 can be used to display a bonus game presentationassociated with the play of a wager-based game (One or more bonus gamesare often features of many wager-based games). In another example, thedisplay device 708 can be used to display information associated with aprogressive game, such as one or more progressive jackpot amounts. Inyet another example, the display device 708 can be used to display anattract feature that is intended to draw a potential player's attentionto the gaming device 700 when it is not in use.

The candle device 714 can include a number of lighting elements. Thelighting elements can be lit in different patterns to draw attention tothe gaming device. For instance, one lighting pattern may indicate thatservice is needed at the gaming device 700 while another light patternmay indicate that a player has requested a drink. The candle device 714is typically placed at the top of gaming device 700 to increase itsvisibility. Other peripheral devices, including custom bonus devices,such as reels or wheels, can be included in a top box 706 and theexample in FIG. 6 is provided for illustrative purposes only. Forinstance, some of the devices coupled to the main cabinet 702, such asprinter 726, can be located in a different top box configuration.

The gaming device 700 provides a player interface that allows the playof a game, such as wager-based game. In this embodiment, the playerinterface includes 1) a primary video display 710 for outputting videoimages associated with the game play, 2) audio devices, such as 722, foroutputting audio content associated with game play and possibly casinooperations, 3) an input panel 712 for at least providing game playrelated inputs and 4) a secondary video display 708 for outputting videocontent related to the game play (e.g., bonus material) and/or thecasino enterprise (e.g., advertising). In particular embodiments, one orboth of the video displays, 708 and 710, can be equipped with a touchscreen sensor and associated touch screen controller, for detectingtouch inputs, such as touch inputs associated with the play of a game ora service window output to the display device.

The input panel 712 can include a number of electro-mechanical inputbuttons, such as 730, and/or touch sensitive surfaces. For instance, theinput panel can include a touch screen equipped video display to providea touch sensitive surface. In some embodiments, the functions of theelectro-mechanical input buttons can be dynamically reconfigurable. Forinstance, the function of the electro-mechanical input buttons may bechanged depending on the game that is being played on the gaming device.To indicate function changes, the input buttons can each include aconfigurable display, such as an e-ink or a video display for indicatingthe function of button. The output of the configurable display can beadjusted to account for a change in the function of the button.

The gaming device 700 includes a card reader 728, a printer 726, a coinacceptor 720, a bill and/or ticket acceptor 720 and a coin hopper (notshown) for dispensing coins to a coin tray 732. These devices canprovide value input/output capabilities on the gaming device 700. Forinstance, the printer 726 can be used to print out tickets redeemablefor cash or additional game play. The tickets generated by printer 726as well as printers on other gaming devices can be inserted into billand ticket acceptor 718 to possibly add credits to the gaming device700. After the ticket is authenticated, credits associated with theticket can be transferred to the gaming device 700.

The device 718 can also be used to accept cash bills. After the cashbill is authenticated, it can be converted to credits on the gamingdevice and used for wager-based game play. The coin acceptor 720 can beconfigured to accept coins that are legal tender or tokens, such astokens issued by a casino enterprise. A coin hopper (not shown) can beused to dispense coins that are legal tender or tokens into the cointray 732.

The various aspects, embodiments, implementations or features of thedescribed embodiments can be used separately or in any combination.Various aspects of the described embodiments can be implemented bysoftware, hardware or a combination of hardware and software. Thecomputer readable medium is any data storage device that can store datawhich can thereafter be read by a computer system. Examples of thecomputer readable medium include read-only memory, random-access memory,optical media (e.g., CD-ROMs, DVDs), magnetic tape, solid state drives(e.g., flash drives) and optical data storage devices. The computerreadable medium can also be distributed over network-coupled computersystems so that the computer readable code is stored and executed in adistributed fashion.

The foregoing description, for purposes of explanation, used specificnomenclature to provide a thorough understanding of the invention.However, it will be apparent to one skilled in the art that the specificdetails are not required in order to practice the invention. Thus, theforegoing descriptions of specific embodiments of the present inventionare presented for purposes of illustration and description. They are notintended to be exhaustive or to limit the invention to the precise formsdisclosed. It will be apparent to one of ordinary skill in the art thatmany modifications and variations are possible in view of the aboveteachings.

The embodiments were chosen and described in order to best explain theprinciples of the invention and its practical applications, to therebyenable others skilled in the art to best utilize the invention andvarious embodiments with various modifications as are suited to theparticular use contemplated. It is intended that the scope of theinvention be defined by the following claims and their equivalents.

While the embodiments have been described in terms of several particularembodiments, there are alterations, permutations, and equivalents, whichfall within the scope of these general concepts. It should also be notedthat there are many alternative ways of implementing the methods andapparatuses of the present embodiments. It is therefore intended thatthe following appended claims be interpreted as including all suchalterations, permutations, and equivalents as fall within the truespirit and scope of the described embodiments.

What is claimed is:
 1. A method of operating a gaming machine, themethod comprising: detecting, at an electronic gaming machine, a requestfor initiating a secure communication session between a portableelectronic device of a player in a wager-based gaming environment andthe electronic gaming machine; receiving, at the electronic gamingmachine and from the portable electronic device of the player, contentselected by the player for confirming security of the securecommunication session; initiating, by the electronic gaming machine, thesecure communication session between the portable electronic device ofthe player and the electronic gaming machine; after initiating thesecure communication session and receiving the player-selected contentfrom the portable electronic device of the player, confirming, by theelectronic gaming machine, that the secure communication session isbetween the portable electronic device of the player and the electronicgaming machine and not between any portable electronic devices of anyother players and the electronic gaming machine by displaying theplayer-selected content on a display of the electronic gaming machine;and accepting, via an acceptor of the electronic gaming machine, a firstphysical item associated with a first monetary value and identifying,via a validator of the electronic gaming machine, the received firstphysical item.
 2. The method of claim 1, wherein the wager based gamingenvironment is a casino.
 3. The method of claim 1, further comprisingrequesting, via the electronic gaming machine, confirmation from theportable electronic device that the secure communication session isdesired.
 4. The method of claim 3, further comprising receiving, at theelectronic gaming machine and from the portable electronic device of theplayer, confirmation that the secure communication session isestablished and, thereafter, initiating, by the electronic gamingmachine, the secure communication session between the portableelectronic device of the player and the electronic gaming machine. 5.The method of claim 3, further comprising receiving, at the electronicgaming machine and from the portable electronic device of the player, acancellation request and, thereafter, terminating, via the electronicgaming device, the secure communication session between the portableelectronic device of the player and the electronic gaming machine. 6.The method of claim 1, wherein one or more of the steps in the method isperformed by an application executing on the electronic gaming machineor on the portable electronic device of the player.
 7. The method ofclaim 1, wherein the player-selected content includes player-selectedtext.
 8. The method of claim 1, wherein the player-selected contentincludes a player-selected photo.
 9. The method of claim 1, furthercomprising continuously displaying the player-selected content on thedisplay of the electronic gaming machine until the secure communicationsession is terminated.
 10. A method of operating a gaming machine, themethod comprising: detecting, at an electronic gaming machine, a requestfor initiating a secure communication session between a portableelectronic device of a player and the electronic gaming machine in agaming environment; receiving, at the electronic gaming machine and fromthe portable electronic device, content selected by the player forconfirming security of the secure communication session; determining, atthe electronic gaming machine, whether the player-selected content isappropriate in the gaming environment; if the player-selected content isappropriate, initiating, by the electronic gaming machine, the securecommunication session between the portable electronic device of theplayer and the electronic gaming machine and confirming, by theelectronic gaming machine, that the secure communication session isbetween the portable electronic device of the player and the electronicgaming machine and not between any portable electronic devices of anyother players and the electronic gaming machine by displaying theplayer-selected content on a display of the electronic gaming machine;and accepting, via an acceptor of the electronic gaming machine, a firstphysical item associated with a first monetary value and identifying,via a validator of the electronic gaming machine, the received firstphysical item.
 11. The method of claim 10, further comprising, if theplayer-selected content is not appropriate in the gaming environment,transmitting, via the electronic gaming machine and to the portableelectronic device of the player, a request for different player-selectedcontent.
 12. The method of claim 11, further comprising, if theplayer-selected content is not appropriate, displaying a message on theelectronic gaming machine indicating that the player-selected content isnot appropriate.
 13. The method of claim 11, further comprisingreceiving, at the electronic gaming machine, different content from theportable electronic device of the player and determining, at theelectronic gaming machine, whether the different content is appropriatein the gaming environment.
 14. The method of claim 10, wherein one ormore of the steps in the method is performed by an application executingon the electronic gaming machine or on the portable electronic device ofthe player.
 15. The method of claim 10, wherein the player-selectedcontent is displayed as a banner.
 16. The method of claim 10, whereinthe player-selected content is displayed in a window separate from andin addition to a game window.
 17. The method of claim 10, furthercomprising continuously displaying the player-selected content on thedisplay of the electronic gaming machine until the secure communicationsession is terminated.
 18. The method of claim 10, further comprising,after initiating the secure communication session, receiving, at theelectronic gaming machine, information representing an input made to theportable device and providing, by the electronic gaming machine anindication representing the input made to the portable electronicdevice.
 19. A method of operating in a gaming machine, the methodcomprising: receiving, at an electronic gaming machine, a request from aportable electronic device of a player to establish a wirelesscommunication link between the portable electronic device and theelectronic gaming machine; transmitting, by the electronic gamingmachine, a request to the portable electronic device of the player forcontent selected by the player for confirming security of the wirelesscommunication link; receiving the player-selected content at theelectronic gaming machine from the portable electronic device of theplayer; establishing a secure wireless communication session between theelectronic gaming machine and the portable electronic device of theplayer and confirming, by the electronic gaming machine, that the securewireless communication session is between the portable electronic deviceof the player and the electronic gaming machine and not between anyportable electronic devices of any other players and the electronicgaming machine by displaying the player-selected content on a display ofthe electronic gaming machine; and accepting, via an acceptor of theelectronic gaming machine, a first physical item associated with a firstmonetary value and identifying, via a validator of the electronic gamingmachine, the received first physical item.
 20. The method of claim 19,wherein establishing the secure wireless communication session isperformed by a secondary controller on the electronic gaming machinethat is separate from a game controller on the electronic gamingmachine.
 21. The method of claim 20, wherein the secondary controller islocated in one of a player tracking unit, the validator, a card reader,and a printer coupled to the electronic gaming machine.
 22. The methodof claim 19, further comprising continuously displaying theplayer-selected content on the display of the electronic gaming machineuntil the secure wireless communication session is terminated.